Superhero
Superhero: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
Showing all 87 cards
Show frames: C W U B R G M H A L
Show rarities: C U R M
Or view by sections
When Adam Warlock enters the battlefield, search your library for an artifact named Soul Gem, reveal it and put it in your hand. Then shuffle your library
, , Tap an artifact named Soul Gem: Exile target creature until Adam Warlock leaves the battlefield. (That permanent returns under its owner's control.)
, , Tap an artifact named Soul Gem: Exile target creature until Adam Warlock leaves the battlefield. (That permanent returns under its owner's control.)
Illus. Marvel
2/1
Each player chooses one creature they own from the battlefield or from the graveyard. Exile those cards, then return it to the battlefield under their owner's control. Then each player shuffles all other creatures into their owner's libraries.
Illus. DC
First-strike
Inspired – Whenever Captain America becomes untapped, if there is no Shield counter on Captain America, put on Shield counter on it.
, Remove a Shield counter from Captain America: Target creature gains protection from the color of your choice until the end of turn.
Inspired – Whenever Captain America becomes untapped, if there is no Shield counter on Captain America, put on Shield counter on it.
, Remove a Shield counter from Captain America: Target creature gains protection from the color of your choice until the end of turn.
Illus. Marvel
3/4
, : Prevent all damage dealt by target permanent until the end of turn.
, : Invisible Woman gains hexproof until the end of turn.
, : Invisible Woman gains hexproof until the end of turn.
Illus. Marvel
2/1
Enchant Creature
When enchanted creature dies or is exiled, return that card to the battlefield under it's owner's control. Return Plot Armor to the battlefield attached to that creature.
When enchanted creature dies or is exiled, return that card to the battlefield under it's owner's control. Return Plot Armor to the battlefield attached to that creature.
"He's actually saved by a race of aliens who nursed him back to health in secrecy so he could gloriously return in issue 55."
You have hexproof and each opponent can't be the target of spells or abilities he or she controls.
: Add to your mana pool.
: Choose a color. Target permanent or spell cannot be targeted by permanents or spells of a chosen color until the end of turn.
: Add to your mana pool.
: Choose a color. Target permanent or spell cannot be targeted by permanents or spells of a chosen color until the end of turn.
Flying, Indestructible.
When Superman enters the battlefield, target opponent puts a 1/1 Kryptonite Spawn artifact creature token with reach onto the battlefield.
Whenever Superman is dealt damage by a creature named Kryptonite Spawn, its controller sacrifices it.
When Superman enters the battlefield, target opponent puts a 1/1 Kryptonite Spawn artifact creature token with reach onto the battlefield.
Whenever Superman is dealt damage by a creature named Kryptonite Spawn, its controller sacrifices it.
Illus. DC
7/7
Flash, Flying
When The Spectre enters the battlefield, exile target creature that dealt damage to you this turn, then return The Spectre to your hand.
When The Spectre enters the battlefield, exile target creature that dealt damage to you this turn, then return The Spectre to your hand.
Illus. DC
5/5
When Bruce Banner is dealt damage, transform Bruce Banner.
Illus. Marvel
0/2
Trample
The Hulk attacks each turn if able.
At the beginning of your upkeep, if The Hulk wasn't dealt damage since your last endstep, transform it.
The Hulk attacks each turn if able.
At the beginning of your upkeep, if The Hulk wasn't dealt damage since your last endstep, transform it.
6/2
Indestructible
As long as your life is more than 1, Doctor Manhattan is not a creature.
As long as your life is more than 1, Doctor Manhattan is not a creature.
Illus. DC
20/20
Whenever Iceman deals damage to a creature put a ice counter on it. Remove all ice counters from all permanents at the end of turn.
Creatures with ice counters on them cannot attack or block.
, : Iceman deals 1 damage to target creature or player.
Creatures with ice counters on them cannot attack or block.
, : Iceman deals 1 damage to target creature or player.
Illus. Marvel
1/1
: Mister Fantastic gains +1/-1 and trample until the end of turn.
: Mister Fantastic gains -1/+1 and reach until the end of turn.
: Mister Fantastic gains -1/+1 and reach until the end of turn.
Illus. Marvel
4/4
Shuffle target creature into its owner's library. Its controller reveals cards from the top of his or her library until three creature cards are revealed. That player puts one of those creature cards into play and another into his or her hand. Shuffles all other revealed cards into his or her library.
"The Golden Age hero with a Twenty-first Century twist."
: Shadowcat can't be blocked.
: Shadowcat phases out.
: Shadowcat phases out.
1/2
Split-Second
Each player shuffles his or her hands and one target permanent of his or her choice into their owners' libraries, then each player draws cards equal the the amount of cards shuffled into his or her library this way.
Starting with you, each player takes an extra turn. End your turn.
Each player shuffles his or her hands and one target permanent of his or her choice into their owners' libraries, then each player draws cards equal the the amount of cards shuffled into his or her library this way.
Starting with you, each player takes an extra turn. End your turn.
You may cast non-land cards as though they have flash.
: Add to your mana pool.
: Untap each permanent you control. Activate this ability only once per turn.
: Add to your mana pool.
: Untap each permanent you control. Activate this ability only once per turn.
: Switch target creature's power and toughness until the end of turn.
1/3
Return all creatures cards in graveyards onto the battlefield under their owners' control. They are black zombies in addition to their other types.
Illus. DC
Whenever a creature an opponent control dies, you may draw a card unless that player pays 3 life.
: Add to your mana pool.
: Destroy target creature. That creature's controller loses life equal to its power and you gain that much life.
: Add to your mana pool.
: Destroy target creature. That creature's controller loses life equal to its power and you gain that much life.
Whenever a player loses control of The MacGuffin, put a charge counter on it, then it deals X damage to that player, where X is the number of charge counters on it.
Pay X life, or sacrifice X permanents, or pay , where X is the amount of charge counters on The MacGuffin: Gain control of The MacGuffin. Any player may activate this on his or her upkeep.
Pay X life, or sacrifice X permanents, or pay , where X is the amount of charge counters on The MacGuffin: Gain control of The MacGuffin. Any player may activate this on his or her upkeep.
"One can tell how precious it is by the degree that people are willing to expend to acquire it."
Exile each creature you don't control and each creature card in all graveyards. Then for each card exiled this way, choose a player at random. Return them onto the battlefield under their chosen player's control. Untap all creatures, they gain haste.
"I know this isn't canon, but who would win?"
: Cyclops deals 2 damage to target creature or player and 1 damage to you.
2/2
Endless (At the beginning of each upkeep, if this card is in your graveyard, put it onto the battlefield. If this card would be exiled, instead return it to its owner's hand.)
When Destruction enters the battlefield, shuffle Destruction into its owner's library.
Whenever Destruction enters the battlefield, if it was cast from your hand, destroy all permanents.
When Destruction enters the battlefield, shuffle Destruction into its owner's library.
Whenever Destruction enters the battlefield, if it was cast from your hand, destroy all permanents.
0/4
, sacrifice a permanent: Jean Grey deals 2 damage to another target creature or player.
Whenever Jean Grey would leave the battlefield, instead return it onto the battlefield under its owner's control at the beginning of the next end-step. Transform it.
Whenever Jean Grey would leave the battlefield, instead return it onto the battlefield under its owner's control at the beginning of the next end-step. Transform it.
Illus. Marvel
2/2
Flying, First-strike, Haste, Trample.
Whenever The Phoenix Force attacks, it deals 4 damage to each creature and each opponent.
Whenever The Phoenix Force would leave the battlefield, instead return it onto the battlefield under its owner's control at the beginning of the next end-step. Transform it.
Whenever The Phoenix Force attacks, it deals 4 damage to each creature and each opponent.
Whenever The Phoenix Force would leave the battlefield, instead return it onto the battlefield under its owner's control at the beginning of the next end-step. Transform it.
4/4
, Sacrifice a creature: Melisandre, the Red Woman deals 3 damage to target creature or player.
1/1
Whenever you cast a spell, Mind Gem deals 2 damage to each opponent.
: Add to your mana pool.
: Target opponent reveals a card from his or her hand at random. If the revealed card is a land card, you may put it onto the battlefield under your control. Otherwise, you may cast it without paying its mana cost.
: Add to your mana pool.
: Target opponent reveals a card from his or her hand at random. If the revealed card is a land card, you may put it onto the battlefield under your control. Otherwise, you may cast it without paying its mana cost.
Illus. Marvel
Flash, Haste
At the beginning of your next upkeep, pay or you lose the game.
At the beginning of your next upkeep, pay or you lose the game.
Illus. DC
2/2
Flying
: The Human Torch gains +1/+0 until the end of turn.
: The Human Torch deals X damage to target creature, where X is The Human Torch's power. At the end of turn, put -1/-1 counters on each creature equal to the amount of damage they've taken this turn.
: The Human Torch gains +1/+0 until the end of turn.
: The Human Torch deals X damage to target creature, where X is The Human Torch's power. At the end of turn, put -1/-1 counters on each creature equal to the amount of damage they've taken this turn.
Illus. Marvel
3/2
Target mutant you control fights a target creature you don't control.
Illus. Marvel
+3 You draw cards and gain life equal to the number of creatures you control.
0 Look at the top 5 cards of your library, then exile a creature card from among them. Put an X/Y green Cosplay creature token onto the battlefield, where X is its power and Y is its toughness. Put the rest on the bottom of your library.
-12 Exile your library. For each creature card exiled this way, put an X/Y green Cosplay creature token onto the battlefield, where X is its power and Y is its toughness. They gain haste.
0 Look at the top 5 cards of your library, then exile a creature card from among them. Put an X/Y green Cosplay creature token onto the battlefield, where X is its power and Y is its toughness. Put the rest on the bottom of your library.
-12 Exile your library. For each creature card exiled this way, put an X/Y green Cosplay creature token onto the battlefield, where X is its power and Y is its toughness. They gain haste.
4
Lands you control can be tapped for any type of mana that a land on the battlefield can produce.
: Add to your mana pool.
: Until the end of turn, creatures you control gain trample and +2/+2 for each type of colored mana your lands can produce. (For example, if lands you control can be tapped for or , then creatures gain +4/+4 until the end of turn.)
: Add to your mana pool.
: Until the end of turn, creatures you control gain trample and +2/+2 for each type of colored mana your lands can produce. (For example, if lands you control can be tapped for or , then creatures gain +4/+4 until the end of turn.)
Kicker
Trample.
When The Thing enters the battlefield, if it was kicked, The Thing deals 6 damage to target creature.
Trample.
When The Thing enters the battlefield, if it was kicked, The Thing deals 6 damage to target creature.
"It's clobberin' time!"
Illus. Marvel
6/6
Whenever a time counter is removed from Ozymandias, each opponent loses 1 life.
When the last time counter is removed from Ozymandias, the game is over and is considered a draw.
Suspend 10 – (Rather than cast this spell from your hand, you may pay and exile it with 10 time counters on it.)
When the last time counter is removed from Ozymandias, the game is over and is considered a draw.
Suspend 10 – (Rather than cast this spell from your hand, you may pay and exile it with 10 time counters on it.)
Illus. DC
0/1
Each defending mutant you control gains +0/+1 for each other defending mutant you control.
At the beginning of your upkeep, you may draw a card; or you may put a 0/1 colorless Mutant Recruit creature token onto the battlefield.
: Gain control of target mutant with power equal to or less than the amount of cards in your hand.
At the beginning of your upkeep, you may draw a card; or you may put a 0/1 colorless Mutant Recruit creature token onto the battlefield.
: Gain control of target mutant with power equal to or less than the amount of cards in your hand.
Illus. Marvel
2/2
Endless (At the beginning of each upkeep, if this card is in your graveyard, put it onto the battlefield. If this card would be exiled, instead return it to its owner's hand.)
Players have no maximum hand size.
, Put a -1/-1 counter on Despair: Each player puts cards equal to his or her hand from the top of his or her library into the graveyard. Each player then draws X cards, where X is Despair's toughness.
Players have no maximum hand size.
, Put a -1/-1 counter on Despair: Each player puts cards equal to his or her hand from the top of his or her library into the graveyard. Each player then draws X cards, where X is Despair's toughness.
Illus. DC
0/6
Hexproof
Whenever an opponent loses life, each of that player's opponents may draw a card.
Whenever a source an opponent controls causes you to lose life, you may have that source's controller discard a card.
Whenever an opponent loses life, each of that player's opponents may draw a card.
Whenever a source an opponent controls causes you to lose life, you may have that source's controller discard a card.
Illus. DC
1/1
You may have Mystique enter the battlefield as a copy of any creature on the battlefield except it has ", : Destroy target creature. Mystique becomes a copy of that creature and gains this ability."
2/2
Haste
: Gambit deals 1 damage to target creature or player. You lose 1 life.
: Gambit deals 1 damage to target creature or player. You lose 1 life.
1/1
Trample, Double-strike.
At the end of each combat, remove all damage and -1/-1 counters on Wolverine.
If Wolverine would die, regenerate it instead.
At the end of each combat, remove all damage and -1/-1 counters on Wolverine.
If Wolverine would die, regenerate it instead.
3/3
First-strike.
If a creature dealt damage by Batman would die this turn, return it to its owner's hand instead.
: Return Batman from your graveyard onto the battlefield tapped.
If a creature dealt damage by Batman would die this turn, return it to its owner's hand instead.
: Return Batman from your graveyard onto the battlefield tapped.
Illus. DC
3/1
Destroy all mutants.
"No more mutants."
Illus. Marvel
Indestructible, Shroud.
The Living Tribunal can't attack or block.
You don't lose the game by having 0 or less life.
At the beginning of your upkeep, if you have 0 or less life, flip a coin. If you win the flip, until your next turn, The Living Tribunal can attack or block. If you lose the flip, sacrifice The Living Tribunal.
The Living Tribunal can't attack or block.
You don't lose the game by having 0 or less life.
At the beginning of your upkeep, if you have 0 or less life, flip a coin. If you win the flip, until your next turn, The Living Tribunal can attack or block. If you lose the flip, sacrifice The Living Tribunal.
Illus. Marvel
10/10
Endless (At the beginning of each upkeep, if this card is in your graveyard, put it onto the battlefield. If this card would be exiled, instead return it to its owner's hand.)
Dream gets +1/+1 for each tapped creature on the battlefield.
At the beginning of each upkeep, each player puts a 1/1 green and blue Dreamkin illusion creature token onto the battlefield tapped.
Dream gets +1/+1 for each tapped creature on the battlefield.
At the beginning of each upkeep, each player puts a 1/1 green and blue Dreamkin illusion creature token onto the battlefield tapped.
Illus. DC
0/3
As long as Ironman is equipped, it gains flying.
As long as Ironman is equipped, it gains ", : Ironman deals X damage to target creature or player, where X is the number of equipments attached on Ironman."
As long as Ironman is equipped, it gains ", : Ironman deals X damage to target creature or player, where X is the number of equipments attached on Ironman."
Illus. Marvel
2/2
Flying
Magneto gains +1/+1 for each artifact in play.
, : Gain control of target artifact.
, sacrifice an artifact: Magneto Deals X damage to target creature or player, where X is that artifact's converted mana cost.
Magneto gains +1/+1 for each artifact in play.
, : Gain control of target artifact.
, sacrifice an artifact: Magneto Deals X damage to target creature or player, where X is that artifact's converted mana cost.
Illus. Marvel
4/4
Wither
Whenever Rogue deals damage to a creature or is dealt damage by a creature, Rogue gains all activated abilities of that creature until the end of turn.
Whenever Rogue deals damage to a creature or is dealt damage by a creature, Rogue gains all activated abilities of that creature until the end of turn.
2/3
: Search your library for a creature card with converted mana cost X and exile it. Then if there are seven cards exiled under Avengers Assemble, sacrifice it and put all cards exiled under it unto the battlefield. They gain haste until the end of turn.
Illus. Marvel
First-strike, Haste.
As long as Thor, God of Thunder is equipped, Thor gains trample and indestructible.
As long as Thor, God of Thunder is equipped, Thor gains trample and indestructible.
Illus. Marvel
7/2
, : Look at target opponent's hand, then that player discards a card. Activate only as a sorcery.
: Emma Frost gains indestructible and loses all other abilities until the end of turn.
: Emma Frost gains indestructible and loses all other abilities until the end of turn.
Illus. Marvel
2/1
Flying
, : Put a token that's a copy of target artifact or creature with converted mana cost X or less onto the battlefield. Sacrifice it at the end of turn.
, : Put a token that's a copy of target artifact or creature with converted mana cost X or less onto the battlefield. Sacrifice it at the end of turn.
1/3
Hexproof
John Constantine, Hellblazer can't be blocked.
Whenever John Constantine deals combat damage, sacrifice another creature or John Constantine deals damage to you equal to its power.
John Constantine, Hellblazer can't be blocked.
Whenever John Constantine deals combat damage, sacrifice another creature or John Constantine deals damage to you equal to its power.
Illus. DC
4/4
Gain control of target creature until the end of turn. That creature fights another target creature.
Illus. Marvel
Play only during combat.
Exile target attacking creature, then return it under its owner's control at beginning of the next combat.
Exile target attacking creature, then return it under its owner's control at beginning of the next combat.
Vigilance
Whenever Wonder Woman attacks, each opponent reveals all cards from his or her hand and Wonder Woman gains +1/+1 until the end of turn for each instant card revealed this way.
: Put an equipment card from your hand onto the battlefield attached to Wonder Woman. Activate this only when Wonder Woman's attacking.
Whenever Wonder Woman attacks, each opponent reveals all cards from his or her hand and Wonder Woman gains +1/+1 until the end of turn for each instant card revealed this way.
: Put an equipment card from your hand onto the battlefield attached to Wonder Woman. Activate this only when Wonder Woman's attacking.
5/5
Whenever this creature enters the battlefield or transforms into Denaerys Targaryan, put three Dragon Egg artifact tokens onto the battlefield.
Whenever another human dies, transform Denaerys Targaryan.
Whenever another human dies, transform Denaerys Targaryan.
Illus. G.R.R. Martin
2/2
Whenever this creature transforms into Mother of Dragons, sacrifice all Dragon Eggs and put a 4/4 red, white and black Dragon creature tokens with flying onto the battlefield for each permanent sacrificed this way.
When you control no dragons, transform Mother of Dragons.
When you control no dragons, transform Mother of Dragons.
4/4
Spiderman can only be blocked by creatures with flying or reach.
: Tap target creature, it doesn't untap during its next untap step. Spiderman deals 1 damage to it.
, : Regenerate target creature.
: Tap target creature, it doesn't untap during its next untap step. Spiderman deals 1 damage to it.
, : Regenerate target creature.
Illus. Marvel
2/3
Flying
, : Storm deals 2 damage to each creature you don't control. Draw a card.
, : Storm deals 2 damage to each creature you don't control. Draw a card.
Illus. Marvel
4/3
Nightcrawler enters the battlefield tapped.
: Exile Nightcrawler and target permanent you control, then return both cards under your control.
, : Exile Nightcrawler and target non-land permanent.
: Exile Nightcrawler and target permanent you control, then return both cards under your control.
, : Exile Nightcrawler and target non-land permanent.
2/1
Endless (At the beginning of each upkeep, if this card is in your graveyard, put it onto the battlefield. If this card would be exiled, instead return it to its owner's hand.)
Haste
When Desire enters the battlefield and at the beginning of each player's upkeep, choose a player at random. That player gains control of Desire.
Creatures your opponents control must attack you or a planeswalker that you control if able.
Haste
When Desire enters the battlefield and at the beginning of each player's upkeep, choose a player at random. That player gains control of Desire.
Creatures your opponents control must attack you or a planeswalker that you control if able.
Illus. DC
5/5
Endless (At the beginning of each upkeep, if this card is in your graveyard, put it onto the battlefield. If this card would be exiled, instead return it to its owner's hand.)
: Transform Delirium. Activate this only at the beginning of your upkeep.
: Transform Delirium. Activate this only at the beginning of your upkeep.
Illus. DC
0/7
Whenever Delight would die or put in exile, each player may search your library for a card and exile it face down. Put all cards exiled this way in your hand, and shuffle your library. Then end your turn.
Illus. DC
0/-7
At the beginning of each end-step, if you control a permanent named Infinity Gauntlet, a permanent named Soul Gem, a permanent named Time Gem, a permanent named Power Gem, a permanent named Mind Gem, a permanent named Space Gem and a permanent named Reality Gem, take an extra turn after this one.
Illus. Marvel
Return all permanents players own but don't control to their owners' hands.
Intimidate
, : Choose target creature or player, then flip a coin. If you win the flip, Two-Face deals damage to its power to that creature or player.
, : Choose target creature or player, then flip a coin. If you win the flip, Two-Face deals damage to its power to that creature or player.
Illus. DC
4/1
Endless (At the beginning of each upkeep, if this card is in your graveyard, put it onto the battlefield. If this card would be exiled, instead return it to its owner's hand.)
Whenever a creature enters the battlefield or dies, put a death counter on Death.
Remove ten death counters on Death: Search your library for a creature card, put it in your graveyard, then shuffle your library. Death becomes a copy of that creature until the end of turn.
Whenever a creature enters the battlefield or dies, put a death counter on Death.
Remove ten death counters on Death: Search your library for a creature card, put it in your graveyard, then shuffle your library. Death becomes a copy of that creature until the end of turn.
Illus. DC/Vertigo
0/2
(Equipment with no equip costs cannot be equipped.)
: Return target creature from a graveyard onto the battlefield tapped, then attach Black Lantern Ring onto that creature. Activate this only if Black Lantern Ring is unattached.
Whenever Black Lantern Ring becomes unattached from a creature, exile that creature.
: Return target creature from a graveyard onto the battlefield tapped, then attach Black Lantern Ring onto that creature. Activate this only if Black Lantern Ring is unattached.
Whenever Black Lantern Ring becomes unattached from a creature, exile that creature.
Illus. DC
Equipped creature gains ": Prevent all damage dealt to target creature and remove all -1/-1 counters from it. If that creature has intimidate, prevent all damage dealt by it."
Equip
Equip
Illus. DC
You may choose to not untap equipped creature during your upkeep.
Equipped creature gains ", : put an X/X green Construct artifact creature onto the battlefield."
Whenever equipped creature becomes untapped, destroy all Constructs.
Equip
Equipped creature gains ", : put an X/X green Construct artifact creature onto the battlefield."
Whenever equipped creature becomes untapped, destroy all Constructs.
Equip
Illus. DC
(Equipment with no equip costs cannot be equipped.)
At the beginning of your upkeep, if Indigo Lantern Ring is unattached, attach it to target creature you control.
: Equipped creature gains all activated abilities of target creature until the end of turn.
At the beginning of your upkeep, if Indigo Lantern Ring is unattached, attach it to target creature you control.
: Equipped creature gains all activated abilities of target creature until the end of turn.
Illus. DC
Mjolnir can only be attached to creatures with 7 or more power.
Equipped creature gains flying.
, Unattach Mjolnir: Mjolnir deals 3 damage to target creature or player and you gain 3 life.
Equip
Equipped creature gains flying.
, Unattach Mjolnir: Mjolnir deals 3 damage to target creature or player and you gain 3 life.
Equip
Illus. Marvel
Imprint – When Orange Lantern Ring enters the battlefield, choose a creature you control. Exile all other creatures you control.
Equipped creature gains ", : Put a token that's a copy of a creature card exiled under Orange Lantern Ring. It gains haste."
Equip
Equipped creature gains ", : Put a token that's a copy of a creature card exiled under Orange Lantern Ring. It gains haste."
Equip
Illus. DC
You may use mana of any color to cast spells or pay for abilities.
: Add to your mana pool.
: Exile the top card of target player's library. You may play that card until the end of turn.
: Add to your mana pool.
: Exile the top card of target player's library. You may play that card until the end of turn.
Illus. Marvel
Equipped creature gains +3/+3 and must attack each turn if able.
Whenever Red Lantern Ring becomes unattached from a creature, sacrifice that creature.
Equip
Whenever Red Lantern Ring becomes unattached from a creature, sacrifice that creature.
Equip
Illus. DC
, : Exile target creature if was spent to activate this. Draw 2 cards if was spent to activate this. Target player loses 3 life was spent to activate this. The Infinity Gauntlet deals 4 damage to target creature or player if was spent to activate this. Target creature gains +5/+5 until the end of turn if was spent to activate this. You gain 6 life if was used to activate this."
Illus. Marvel
Ultron enters the battlefield with X +1/+1 counters, where X is the amount of times a creature named Ultron entered the battlefield this game.
At the beginning of your upkeep, if Ultron is in your graveyard, return it to your hand.
When Ultron has 20 or more counters on it, it gains flying, indestructible and trample.
At the beginning of your upkeep, if Ultron is in your graveyard, return it to your hand.
When Ultron has 20 or more counters on it, it gains flying, indestructible and trample.
Illus. Marvel
0/0
Equipped creature gains flying and ", : This creature deals 1 damage to target creature or player and 1 damage to itself. Draw a card."
Equip
Equip
Illus. DC
Equipped creature has intimidate and gains ", : Put an X/1 colorless Horror creature token with intimidate onto the battlefield. It gains haste. Exile it at the beginning of the next end-step."
Equip
Equip
Illus. DC
Asgard, First of the Nine Realms enters the battlefield tapped.
: Add , or to your mana pool.
, :
: Add , or to your mana pool.
, :
Genosha, Ruins of Paradise enters the battlefield tapped.
: add , , or to your mana pool.
, :
: add , , or to your mana pool.
, :
Gotham, City of Solitudes enters the battlefield tapped.
: Add , or to your mana pool.
, : The next time a creature you control attacks alone, it gains vigilance and +1/+1 for each creature your opponents controls.
: Add , or to your mana pool.
, : The next time a creature you control attacks alone, it gains vigilance and +1/+1 for each creature your opponents controls.
Illus. DC
House of Mystery enters the battlefield tapped.
: Add , or to your mana pool.
, : Remove target attacking creature from the game. Return it onto the battlefield under its owner's control during the next combat step attacking an opponent if able. It gains trample and flying.
: Add , or to your mana pool.
, : Remove target attacking creature from the game. Return it onto the battlefield under its owner's control during the next combat step attacking an opponent if able. It gains trample and flying.
Illus. DC
Oa, the Center of All enters the battlefield tapped.
: add , or to your mana pool.
, : Until the end of turn, each creature you control gains +X/+0, where X is the highest toughness among creatures you control.
: add , or to your mana pool.
, : Until the end of turn, each creature you control gains +X/+0, where X is the highest toughness among creatures you control.
Illus. DC
S.H.I.E.L.D Headquarters enters the battlefield tapped.
: Add , or to your mana pool.
, :
: Add , or to your mana pool.
, :
The Dreaming enters the battlefield tapped.
: Add , or to your mana pool.
, : Tap all untapped permanents and untap all tapped permanents. Activate this only once per turn.
: Add , or to your mana pool.
, : Tap all untapped permanents and untap all tapped permanents. Activate this only once per turn.
Illus. DC
The Hall of Justice enters the battlefield tapped.
: Add , or to your mana pool.
, : All legendary creatures you control gain double-strike, lifelink and hexproof until the end of turn. They must attack this turn if able.
: Add , or to your mana pool.
, : All legendary creatures you control gain double-strike, lifelink and hexproof until the end of turn. They must attack this turn if able.
Illus. DC
The Hellfire Club enters the battlefield tapped.
: Add , , or to your mana pool.
, : Tap target permanent. If it becomes untapped before its controller's next untap phase, gain control of it.
: Add , , or to your mana pool.
, : Tap target permanent. If it becomes untapped before its controller's next untap phase, gain control of it.
Illus. Marvel
Xavier's, School for Gifted Youngsters enters the battlefield tapped.
: Add , , or to your mana pool.
, : Until the end of turn, each mutant you control gains +1/+1 for each other mutant you control. Untap them.
: Add , , or to your mana pool.
, : Until the end of turn, each mutant you control gains +1/+1 for each other mutant you control. Untap them.
Show frames: C W U B R G M H A L
Show rarities: C U R M
Or view by sections
Superhero: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics |
At the beginning of each end-step, choose target creature, then flip a coin. If you win the flip, put a +1/+1 counter on that creature.